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VVVVVV/desktop_version/src/FileSystemUtils.h
Dav999 fd84922a92 Add warning messages for missing fonts/lang folders
If someone makes a build of the game without copying the correct
folders, their version will have no translations, and display some text
wrong (like credits or button glyphs, or any custom levels that rely on
characters in the fonts being there). So I added a message in the
bottom left corner of the title screen to warn for that.
2023-09-20 16:20:24 -07:00

74 lines
2.5 KiB
C++

#ifndef FILESYSTEMUTILS_H
#define FILESYSTEMUTILS_H
/* Forward declaration */
class binaryBlob;
#include <stddef.h>
// Forward declaration, including the entirety of tinyxml2.h across all files this file is included in is unnecessary
namespace tinyxml2 { class XMLDocument; }
int FILESYSTEM_init(char *argvZero, char* baseDir, char* assetsPath, char* langDir, char* fontsDir);
bool FILESYSTEM_isInit(void);
void FILESYSTEM_deinit(void);
char *FILESYSTEM_getUserSaveDirectory(void);
char *FILESYSTEM_getUserLevelDirectory(void);
char *FILESYSTEM_getUserMainLangDirectory(void);
bool FILESYSTEM_isMainLangDirFromRepo(void);
bool FILESYSTEM_doesLangDirExist(void);
bool FILESYSTEM_doesFontsDirExist(void);
bool FILESYSTEM_setLangWriteDir(void);
bool FILESYSTEM_restoreWriteDir(void);
bool FILESYSTEM_isFile(const char* filename);
bool FILESYSTEM_isMounted(const char* filename);
void FILESYSTEM_loadZip(const char* filename);
bool FILESYSTEM_mountAssets(const char *path);
void FILESYSTEM_unmountAssets(void);
bool FILESYSTEM_isAssetMounted(const char* filename);
bool FILESYSTEM_areAssetsInSameRealDir(const char* filenameA, const char* filenameB);
void FILESYSTEM_loadFileToMemory(const char *name, unsigned char **mem,
size_t *len);
void FILESYSTEM_loadAssetToMemory(
const char* name,
unsigned char** mem,
size_t* len
);
bool FILESYSTEM_loadBinaryBlob(binaryBlob* blob, const char* filename);
bool FILESYSTEM_saveTiXml2Document(const char *name, tinyxml2::XMLDocument& doc, bool sync = true);
bool FILESYSTEM_loadTiXml2Document(const char *name, tinyxml2::XMLDocument& doc);
bool FILESYSTEM_loadAssetTiXml2Document(const char *name, tinyxml2::XMLDocument& doc);
void FILESYSTEM_enumerateLevelDirFileNames(void (*callback)(const char* filename));
struct EnumHandle
{
char** physfs_list;
char** _item;
};
const char* FILESYSTEM_enumerate(const char* folder, EnumHandle* handle);
const char* FILESYSTEM_enumerateAssets(const char* folder, EnumHandle* handle);
const char* FILESYSTEM_enumerateLanguageCodes(EnumHandle* handle);
void FILESYSTEM_freeEnumerate(EnumHandle* handle);
bool FILESYSTEM_levelDirHasError(void);
void FILESYSTEM_clearLevelDirError(void);
const char* FILESYSTEM_getLevelDirError(void);
void FILESYSTEM_setLevelDirError(const char* text, const char* args_index, ...);
bool FILESYSTEM_openDirectoryEnabled(void);
bool FILESYSTEM_openDirectory(const char *dname);
bool FILESYSTEM_delete(const char *name);
void FILESYSTEM_deleteLevelSaves(void);
#endif /* FILESYSTEMUTILS_H */